List of usage examples for com.badlogic.gdx.graphics Color BLUE
Color BLUE
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From source file:com.momia.asg.screens.MainMenu.java
License:Apache License
public MainMenu(final ASG game) { this.game = game; batch = new SpriteBatch(); stage = new Stage(); Gdx.input.setInputProcessor(stage);//w ww . j a va 2s .c om // A skin can be loaded via JSON or defined programmatically, either is fine. Using a skin is optional but strongly // recommended solely for the convenience of getting a texture, region, etc as a drawable, tinted drawable, etc. skin = new Skin(); // Generate a 1x1 white texture and store it in the skin named "white". Pixmap pixmap = new Pixmap(1, 1, Format.RGBA8888); pixmap.setColor(Color.WHITE); pixmap.fill(); skin.add("white", new Texture(pixmap)); // Store the default libgdx font under the name "default". skin.add("default", new BitmapFont()); // Configure a TextButtonStyle and name it "default". Skin resources are stored by type, so this doesn't overwrite the font. TextButtonStyle textButtonStyle = new TextButtonStyle(); textButtonStyle.up = skin.newDrawable("white", Color.DARK_GRAY); textButtonStyle.down = skin.newDrawable("white", Color.DARK_GRAY); textButtonStyle.checked = skin.newDrawable("white", Color.BLUE); textButtonStyle.over = skin.newDrawable("white", Color.LIGHT_GRAY); textButtonStyle.font = skin.getFont("default"); skin.add("default", textButtonStyle); // Create a table that fills the screen. Everything else will go inside this table. Table table = new Table(); table.setFillParent(true); stage.addActor(table); // Create a button with the "default" TextButtonStyle. A 3rd parameter can be used to specify a name other than "default". final TextButton button = new TextButton("New Game", skin); table.add(button); // Add a listener to the button. ChangeListener is fired when the button's checked state changes, eg when clicked, // Button#setChecked() is called, via a key press, etc. If the event.cancel() is called, the checked state will be reverted. // ClickListener could have been used, but would only fire when clicked. Also, canceling a ClickListener event won't // revert the checked state. button.addListener(new ClickListener() { public void clicked(InputEvent event, float x, float y) { if (button.isChecked()) game.setScreen(new Screen1(game)); } }); }
From source file:com.mrlamont.Model.TitleScreen.java
public void render(float delta) { camera = new OrthographicCamera(); viewport = new FitViewport(V_WIDTH, V_HEIGHT, camera); batch = new SpriteBatch(); // clear the screen with black Gdx.gl20.glClearColor(0, 0, 0, 1);/*w ww. j a va2 s .com*/ Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); g = new ShapeRenderer(); batch = new SpriteBatch(); g.begin(ShapeRenderer.ShapeType.Filled); g.setColor(Color.PURPLE); g.rect(550, 0, 110, 600); g.setColor(Color.BLUE); g.rect(440, 0, 110, 600); g.setColor(Color.GREEN); g.rect(330, 0, 110, 600); g.setColor(Color.YELLOW); g.rect(220, 0, 110, 600); g.setColor(Color.ORANGE); g.rect(110, 0, 110, 600); g.setColor(Color.RED); g.rect(0, 0, 110, 600); g.end(); //draw different coloured Wheelys on screen batch.begin(); batch.draw(AssetManager.wheelyYellow, 190, -1); batch.draw(AssetManager.wheelyOrange, 90, -1); batch.draw(AssetManager.wheelyRed, -14, -1); batch.draw(AssetManager.wheelyGreenL, 320, -1); batch.draw(AssetManager.wheelyBlueL, 420, -1); batch.draw(AssetManager.wheelyPurpleL, 520, -1); batch.end(); //If a certain colour is left clicked, that colouro of Wheely is selected if (Gdx.input.isButtonPressed(Input.Buttons.LEFT)) { Vector3 mouseClick = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mouseClick); System.out.println("x: " + mouseClick.x + " y: " + mouseClick.y); //Red if (mouseClick.y >= -1 && mouseClick.y <= 0.991 && mouseClick.x >= -1 && mouseClick.x <= -0.6625) { red = true; } //Green if (mouseClick.y >= -1 && mouseClick.y <= 1 && mouseClick.x >= 0.034374952 && mouseClick.x <= 0.36874998) { green = true; } //Orange if (mouseClick.y >= -1 && mouseClick.y <= 1 && mouseClick.x >= -0.653125 && mouseClick.x <= -0.32187498) { orange = true; } //Yellow if (mouseClick.y >= -1 && mouseClick.y <= 1 && mouseClick.x >= -0.309375 && mouseClick.x <= 0.024999976) { yellow = true; } //Blue if (mouseClick.y >= -1 && mouseClick.y <= 1 && mouseClick.x >= 0.37812495 && mouseClick.x <= 0.7125) { blue = true; } //Purple if (mouseClick.y >= -1 && mouseClick.y <= 1 && mouseClick.x >= 0.71875 && mouseClick.x <= 0.99375) { purple = true; } } }
From source file:com.mygdx.game.LoadingGameScreen.java
License:Apache License
@Override public void renderProgress(float delta, float progress) { Gdx.gl.glClearColor(Color.BLACK.r, Color.BLACK.g, Color.BLACK.b, Color.BLACK.a); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); shapeRenderer.setProjectionMatrix(camera.projection); shapeRenderer.setTransformMatrix(camera.view); shapeRenderer.begin(ShapeRenderer.ShapeType.Filled); float x = (GdxDemo3D.WIDTH - PROGRESS_BAR_WIDTH) / 2; float y = (GdxDemo3D.HEIGHT - PROGRESS_BAR_HEIGHT) / 2; float k = 4;/* www . j a va 2 s.c o m*/ shapeRenderer.setColor(Color.WHITE); shapeRenderer.rect(x - k, y - k, PROGRESS_BAR_WIDTH + k * 2, PROGRESS_BAR_HEIGHT + k * 2); shapeRenderer.setColor(Color.BLUE); shapeRenderer.rect(x, y, PROGRESS_BAR_WIDTH * progress, PROGRESS_BAR_HEIGHT); shapeRenderer.end(); }
From source file:com.mygdx.game.Splash.java
public void create() { batch = new SpriteBatch(); stage = new Stage(); Gdx.input.setInputProcessor(stage);//from ww w . java2 s . c om skin = new Skin(); Pixmap pixmap = new Pixmap(100, 100, Format.RGBA8888); pixmap.setColor(Color.GREEN); pixmap.fill(); skin.add("white", new Texture(pixmap)); BitmapFont bfont = new BitmapFont(); //bfont.scale(1); skin.add("default", bfont); TextButtonStyle textButtonStyle = new TextButtonStyle(); textButtonStyle.up = skin.newDrawable("white", Color.DARK_GRAY); textButtonStyle.down = skin.newDrawable("white", Color.DARK_GRAY); textButtonStyle.checked = skin.newDrawable("white", Color.BLUE); textButtonStyle.over = skin.newDrawable("white", Color.LIGHT_GRAY); textButtonStyle.font = skin.getFont("default"); skin.add("default", textButtonStyle); final TextButton textButton = new TextButton("PLAY", textButtonStyle); textButton.setPosition(200, 200); stage.addActor(textButton); stage.addActor(textButton); stage.addActor(textButton); textButton.addListener(new ChangeListener() { @Override public void changed(ChangeEvent event, Actor actor) { //System.out.println("Clicked! Is checked: " + button.isChecked()); textButton.setText("Starting new game"); //g.setScreen( new GameWorking()); } }); }
From source file:com.mygdx.game.steerers.FollowPathSteerer.java
License:Apache License
@Override public boolean processSteering(SteeringAcceleration<Vector3> steering) { // Check if steering target path segment changed. LinePathParam pathParam = followPathSB.getPathParam(); int traversedSegment = pathParam.getSegmentIndex(); if (traversedSegment > currentSegmentIndex) { currentSegmentIndex = traversedSegment; }//from www . j a v a 2s. c om if (prioritySteering.getSelectedBehaviorIndex() == 0) { /* * Collision avoidance management */ float pr = proximity.getRadius() * 1.5f; if (linePath.getEndPoint().dst2(steerableBody.getPosition()) <= pr * pr) { // Disable collision avoidance near the end of the path since the obstacle // will likely prevent the entity from reaching the target. collisionAvoidanceSB.setEnabled(false); deadlockDetectionStartTime = Float.POSITIVE_INFINITY; } else if (deadlockDetection) { // Accumulate collision time during deadlock detection collisionDuration += GdxAI.getTimepiece().getDeltaTime(); if (GdxAI.getTimepiece().getTime() - deadlockDetectionStartTime > DEADLOCK_TIME && collisionDuration > DEADLOCK_TIME * .6f) { // Disable collision avoidance since most of the deadlock detection period has been spent on collision avoidance collisionAvoidanceSB.setEnabled(false); } } else { // Start deadlock detection deadlockDetectionStartTime = GdxAI.getTimepiece().getTime(); collisionDuration = 0; deadlockDetection = true; } return true; } /* * Path following management */ float dst2FromPathEnd = steerableBody.getPosition().dst2(linePath.getEndPoint()); // Check to see if the entity has reached the end of the path if (steering.isZero() && dst2FromPathEnd < followPathSB.getArrivalTolerance() * followPathSB.getArrivalTolerance()) { return false; } // Check if collision avoidance must be re-enabled if (deadlockDetection && !collisionAvoidanceSB.isEnabled() && GdxAI.getTimepiece().getTime() - deadlockDetectionStartTime > MAX_NO_COLLISION_TIME) { collisionAvoidanceSB.setEnabled(true); deadlockDetection = false; } // If linear speed is very low and the entity is colliding something at his feet, like a step of the stairs // for instance, we have to increase the acceleration to make him go upstairs. float minVel = .2f; if (steerableBody.getLinearVelocity().len2() > minVel * minVel) { stationarityRayColor = null; } else { steerableBody.getGroundPosition(stationarityRayLow.origin).add(0, 0.05f, 0); steerableBody.getDirection(stationarityRayLow.direction).scl(1f, 0f, 1f).nor(); stationarityRayLength = steerableBody.getBoundingRadius() + 0.4f; Entity hitEntityLow = GameScreen.screen.engine.rayTest(stationarityRayLow, null, GameEngine.ALL_FLAG, GameEngine.PC_FLAG, stationarityRayLength, null); if (hitEntityLow instanceof GameObject) { stationarityRayColor = Color.RED; stationarityRayHigh.set(stationarityRayLow); stationarityRayHigh.origin.add(0, .8f, 0); Entity hitEntityHigh = GameScreen.screen.engine.rayTest(stationarityRayHigh, null, GameEngine.ALL_FLAG, GameEngine.PC_FLAG, stationarityRayLength, null); if (hitEntityHigh == null) { // The entity is touching a small obstacle with his feet like a step of the stairs. // Increase the acceleration to make him go upstairs. steering.linear.scl(8); } else if (hitEntityHigh instanceof GameObject) { // The entity is touching a higher obstacle like a tree, a column or something. // Here we should invent something to circumvent this kind of obstacles :) //steering.linear.rotateRad(Constants.V3_UP, Constants.PI0_25); } } else { stationarityRayColor = Color.BLUE; } } return true; }
From source file:com.mygdx.game.TruckDrawer.java
@Override public void draw(ShapeRenderer sr, Vehicle vehicle) { sr.setColor(Color.BLUE); float x = vehicle.getXOnScreen(); float y = vehicle.getYOnScreen(); int widthRect, heightRect; if (!vehicle.isTurned()) { if (vehicle.getStartMotionDirection() == Constants.leftToRight || vehicle.getStartMotionDirection() == Constants.rightToLeft) { widthRect = vehicle.getWidth(); heightRect = vehicle.getHeight(); } else {//from w w w .j a v a 2 s. c o m widthRect = vehicle.getHeight(); heightRect = vehicle.getWidth(); } } else { if (vehicle.getFinishMotionDirection() == Constants.leftToRight || vehicle.getFinishMotionDirection() == Constants.rightToLeft) { widthRect = vehicle.getWidth(); heightRect = vehicle.getHeight(); } else { widthRect = vehicle.getHeight(); heightRect = vehicle.getWidth(); } } sr.rect(x, y, widthRect, heightRect); }
From source file:com.punchables.rainbowdad.utils.DebugDrawer.java
public void draw() { this.begin(ShapeType.Filled); setColor(Color.BLUE); for (Circle circle : circleList) { circle(circle.x, circle.y, circle.radius); }/*from w w w .j a v a2s .c o m*/ //circle(1000, 1000, 100); this.end(); this.begin(ShapeType.Line); for (int i = 0; i < lineListA.size(); i++) { line(lineListA.get(i), lineListB.get(i)); } this.end(); }
From source file:com.ray3k.skincomposer.dialog.DialogColorPicker.java
License:Open Source License
public DialogColorPicker(Main main, String style, ColorListener listener, Color previousColor) { super("", main.getSkin(), style); if (previousColor == null) { selectedColor = new Color(Color.RED); } else {// w w w. j a v a2 s . co m this.previousColor = new Color(previousColor); selectedColor = new Color(previousColor); } this.skin = main.getSkin(); this.main = main; this.listener = listener; spinnerStyle = new Spinner.SpinnerStyle(skin.get("spinner-minus-h", Button.ButtonStyle.class), skin.get("spinner-plus-h", Button.ButtonStyle.class), skin.get("default", TextField.TextFieldStyle.class)); gradientAlpha = new GradientDrawable(new Color(1.0f, 0, 0, 0), new Color(1.0f, 0, 0, 0), Color.RED, Color.RED); Vector3 v = rgbToHsb(selectedColor.r, selectedColor.g, selectedColor.b); Color temp = hsbToRgb(v.x * 360.0f, 1.0f, 1.0f); gradientS = new GradientDrawable(Color.WHITE, temp, temp, Color.WHITE); gradientB = new GradientDrawable(Color.BLACK, Color.BLACK, Color.CLEAR, Color.CLEAR); gradientSB = new StackedDrawable(gradientS, gradientB); hueGradient = new Array<>(); hueGradient.add(new GradientDrawable(Color.MAGENTA, Color.MAGENTA, Color.RED, Color.RED)); hueGradient.add(new GradientDrawable(Color.BLUE, Color.BLUE, Color.MAGENTA, Color.MAGENTA)); hueGradient.add(new GradientDrawable(Color.CYAN, Color.CYAN, Color.BLUE, Color.BLUE)); hueGradient.add(new GradientDrawable(Color.GREEN, Color.GREEN, Color.CYAN, Color.CYAN)); hueGradient.add(new GradientDrawable(Color.YELLOW, Color.YELLOW, Color.GREEN, Color.GREEN)); hueGradient.add(new GradientDrawable(Color.RED, Color.RED, Color.YELLOW, Color.YELLOW)); Drawable tinted = ((TextureRegionDrawable) skin.getDrawable("white")).tint(Color.LIGHT_GRAY); checker = new CheckerDrawable(skin.getDrawable("white"), tinted, 10.0f, 10.0f); alphaStack = new StackedDrawable(checker, gradientAlpha); Table root = getContentTable(); Label label = new Label("Choose a Color", skin, "title"); label.setAlignment(Align.center); root.add(label).growX(); root.row(); content = new Table(skin); root.add(content); addListener(new InputListener() { @Override public boolean keyDown(InputEvent event, int keycode) { if (keycode == Keys.ESCAPE) { if (listener != null) { listener.handle(new ColorListener.ColorEvent(null)); } hide(); } return false; } }); populate(); }
From source file:com.sasluca.lcl.ui.text.UITextArea.java
License:Apache License
public UITextArea(String font, float width, float height, String text, boolean fitText) { image = new UISprite("default"); image.setSize(width, height).setColor(Color.BLUE); m_Font = LCLFontManager.getFont(font); m_Mask = new LCLMask(0, 0, width, height); m_Text = new LCLString(text); m_ScaleW = m_ScaleH = 1f;//from w w w. j av a 2 s.co m m_Color = new Color(Color.BLACK); m_Masking = true; m_FitText = fitText; m_Smoothing = 4; if (m_FitText) fitText(); }
From source file:com.sebasxogo2d.pantallas.PantallaMarcadores.java
License:Open Source License
/** * Constructor which receive an object of the main class, initialize and create objects * for the properties of this class. /*w w w . j a v a 2 s . c om*/ * * @param xogo A instance of the main class * @author Sebastin Cabanas */ public PantallaMarcadores(MeuXogoGame xogo) { this.meuxogogame = xogo; camara2d = new OrthographicCamera(); batch = new SpriteBatch(); fondo = new Texture(Gdx.files.internal("PantallaScore.png")); dedo = new Rectangle(); boton = new Rectangle(); // Preferences to load the Scores prefs = meuxogogame.getPrefs(); cargarPuntActuales(); // Write settings. bitMapFont = new BitmapFont(); bitMapFont.setColor(Color.BLUE); bitMapFont.setScale(1.5f); }